Create a profile directly in the .ini.
Change the resolution lines to what your monitor is.Code:[Title:FINAL FANTASY XIII;Class:SQEX.CDev.Engine.Framework.MainWindow] Style=348782592 Process=ffxiiiimg.exe Width=1920 Height=1080 friendlyname=FINAL FANTASY XIII
Close it and relaunch it.
That works, thanks!
Has anyone tried with a 560Ti?
I have an i7 and nVidia 560Ti and I'm wondering what kind of performance am I looking at when I get it all up and running at 1080p?
I switched to my 560 TI earlier as I was trying to RMA my GTX 970. The game ran horrible in one area and OKAY in the next. You will be able to get decent 1080p 60 frames but expect drops in battle to 35-45 and then kicks back up to 60 once effects are over. Its not that bad... its just unfortunate. Idk if you will be able to crank up the shadow options though that GEDO added but if your just looking to 1080 It should be atleast playable.
Strange that the framerate tanks with the HUD being active
Alt+Tab is broken for me again in the new version. Anyone else?
Does disabling HUD remove the damage numbers when characters are attacked?
OKAY GUYS !
Disabling the HUD makes my FPS goes to 60 in battle ! When disabled, it goes 30FPS... Any clue ?
Imagine a month from now? I don't want to wait that long, but I imagine it will be amazing by then.
Yes, unfortunately It removes everything. You can't see what you're doing as far as menu choices. You can't really play the game without it. It's just strange to me that the static hud elements actually affect framerate
How do you limit the fps? I tried presentInterval 2 on Gedosato but it's still hitting 60.
Do you have a 120hz monitor?
Nope. And actually I'm getting a DirectX VertexShader 2.0 is not supported error when setting it to presentInterval 2. I tried using Nvidia Control Panel to set it to 30 capped but that did nothing.
Nope. And actually I'm getting a DirectX VertexShader 2.0 is not supported error when setting it to presentInterval 2. I tried using Nvidia Control Panel to set it to 30 capped but that did nothing.
I get random drops too when the camera goes through a character model.Yeah I heard theres some weird things going on with the games HUD causing frame drops. Very strange. Were probably just gana have to wait for Square to fix. In the mean time you can try lowering your GEDO settings. I personally am Just using 4x MSAA , CSAA ON, Shadow Scale 4 , Downsample is 1080. 4k Was just having way to many battle frame drops.
Try Rivatuner which comes with MSI Afterburner.
You've got to ask...SquareEnix WTF were you thinking?
Or maybe they weren't thinking. But then how the hell did this even get through testing?
Yeah I heard theres some weird things going on with the games HUD causing frame drops. Very strange. Were probably just gana have to wait for Square to fix. In the mean time you can try lowering your GEDO settings. I personally am Just using 4x MSAA , CSAA ON, Shadow Scale 4 , Downsample is 1080. 4k Was just having way to many battle frame drops.
Ah so that is what you people meant with diagonal lines.
What resolution are you downsampling from?
I can reproduce it when I use 5120x2880 (only tested this one so far). With 3840x2160 I don't get the diagonal line.
Anyway time for food more testing and hacking later.
Very. But I'm happy, that looked like an issue that would be a nightmare to debug.
For those with nvidia cards, have you tried using kboost with evga precision? It forces your gpu to run at full clocks all the time (even while in your desktop lol). Might help with utilization issues
Yep I fucking knew it. Said this a day or so ago. The damage numbers in battle are animating at 30 FPS or something and it's causing the framerate to drop down to that cap as soon as they appear. Then it goes right back up.
But they sure are some pretty corridors at that.
What hardware do you have and what settings did you use for downsampling?It has nothing to do with the damage numbers. I can stay at 60 with damage numbers on screen. It's something else that makes it drop and at it's worst I get ~40FPS.
http://a.pomf.se/uprkcn.webm
Damn damn damn.
60FPS is so smooth in the cutscenes. So damn smooth.
Then it goes to 30FPS and it looks like crap.
Is my 670 really to weak to maintain 60FPS most of the time? But my GPU usage isn't maxed. My 2500K @ 4.5GHZ is no slouch either!
It has nothing to do with the damage numbers. I can stay at 60 with damage numbers on screen. It's something else that makes it drop and at it's worst I get ~40FPS.
http://a.pomf.se/uprkcn.webm
I thought this should be put into a separate thread so as to not dominate the game thread with the discussion.
Video
Details and download here.
Current features:
- Arbitrary rendering and presentation resolutions (only 16:9 though)
- HUD hiding (using the normal GeDoSaTo keybindings)
Bugs and known issues:
- Some off-by-a-bit scaling issues, making the output less sharp than it should be in some circumstances
- DoF effects are unchanged (still at original, low resolution this is more apparent in contrast to higher resolutions)
- Probably some stuff somewhere is cut off. I saw some scissor calls and am not dealing with them yet
- Crashes when taking screenshots using GeDoSaTo
- Rendering resolutions larger than 3840×2160 dont work
- Probably lots more
What hardware do you have and what settings did you use for downsampling?
It is for me and many others. I can prove it with a video of my own.
But I agree, I also said in the post I'm referring to that it's also certain other elements causing a 30 cap. Different animations.
Yeah, it's not the damage numbers per se. But there is something up with the 2D elements that causes slowdowns.